L L4D2node

CServerPlugin::EnablePlugin

0x002091d0 · 42 bytes · __thiscall

_ZN13CServerPlugin12EnablePluginEi

Decompiled

undefined (2 params)

/* CServerPlugin::EnablePlugin(int) */

void __thiscall CServerPlugin::EnablePlugin(CServerPlugin *this,int param_1)

{
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x10))) {
    CPlugin::Disable(*(CPlugin **)(*(int *)(this + 4) + param_1 * 4),false);
    return;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)